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we are aloha player killers, and friends! or aloha.pk for short we play, host, and moderate self-customized game servers for moddable games. conceived by a Hawaii-grown gamer whose gaming addiction began in 1986, aloha.pk was born in February of 2011 and is sustained by our shared vision for respect. we're populated by creative developers and PvP-hungry gamers who know fun challenges and crave them on the playing field. we welcome you to become part of us no matter what your background is - there aren't really any rules around here, but practicing "aloha" is pretty important, so if that sounds good to you then please hang out and have some fun with us!

we're all over the world but most of our players connect from North America and Asia. all of our game servers run natively on our fully managed hardware in Kansas City, Missouri, USA, and California, USA.

how to join?

you being here means you're already part of us. say hi if you want or don't.

how can i give back?

just be respectful. that's more than enough and appreciated more than you know.

1. What inspired you to make Ace of Spades? Is it designed after a specific war?

I just wanted to make a game that I would want to play. I quit gaming a long time ago because I was sick of static environments and rinse and repeat gameplay. I wanted a game that rewarded creativity over reflexes so I developed Ace of Spades. It's not modelled after a specific war although there are some Vietnam influences (the namesake of the game). I'm keeping things a little abstract because it gives me more freedom when adding features, and gives players more freedom with their imagination.

2. You already said you would like to see a Map Editor added but do you have any other thought on how you may extend modability.

There's already a growing community in modding the game sounds and model files. I'm not a big fan of server-side mods because I know the first mod would be those bad Quake killstreak sounds that first put me off gaming... but maybe down the line it'd be cool to allow admins to script simple gamemodes. Also, custom maps should be supported pretty soon!

3. How are you dealing with all the attention? Do you plan on recruiting/hiring help?

It's pretty cool to see your name on big sites (when they spell it right) but I wish I was better prepared for all the initial traffic. I didn't think the game would catch on so quick. Despite all the offers, I don't think I need to recruit people yet... the fun part of development starts now anyway.

4. Do you want to increase the range of vision?

In terms of fog, probably not. It's there for performance and network bandwidth reasons and I've never liked pixel hunting in Red Orchestra. Fog allows flanking tactics and the game already has a pretty decent view range.

5. Where do you want to take the game? Do you want it to stay realistic or make it a little over the top?

I'd like to keep the AoS on the side of realism but still keep the gameplay simple and instinctive. I think the abstract, simplified gameplay allows player more freedom in their style of play instead of suffocating it.

6. Do you want to implement more details into maps like grass, tress, or boulders?

Yes, I'll definitely add more detail to terrain generation, and add different types of terrain. And the map editor should allow players to create whatever they want.

7. You have already described where you want to take the games weapons but have you made anymore plans since then?

I wish I planned that far ahead, but I'm just going day-by-day. I would like more weapons that take advantage of the dynamic terrain... a satchel charge or mortar would be cool but they'd have to be implemented in a way that couldn't be abused.

8. Could voxlap and Ace of Spades support vehicles? If so would you ever consider implementing any.

The terrain is too blocky for jeeps/tanks, but planes and PT boats aren't out of the question.

9. Do you want to change the size of the maps? If so how big or small?

Re: The Weather, (Previously known as: "A virus ( shit cunt Admin)"
i disagree with the mutings but that doesn't mean you were innocent. the logs show you provoking A Virus and earlier i witnessed you griefing your teammates on hallway by shooting out stairs as they walked up them, placing blocks on their heads, and overall just trying to screw with them. kind of hard to enjoy team-based gameplay when players do stuff like that.
May 01, 2012, 01:05:52 PM HST

our primary box is a leased dedicated server located at a data center in Kansas City, Missouri. it's connected to the internet on a 1Gbps port via Hurricane Electric, Cogent Communications, and KCiX (the Kansas City Internet Exchange). hardware specs:

Dual Intel Xeon 5080 (4 cores @ 3.73GHz)

32GB RAM

120GB SSD

500GB SATA

our secondary "backup" hardware is owned by us. it's currently located in California. specs:

Dual Intel Xeon L5420 (8 cores @ 2.5GHz)

32GB RAM

2 x 147GB 15,000RPM SAS

June 20, 2012, 09:27:38 PM HST

9

Re: LESSON: Don't try to lie. It doesn't go well.
elson96 because you were so unwilling to be upfront, Drebbel had to go out of his way to prove your guilt, which wasted effort that could have been used for people who really needed it. thanks for nothing. we have absolutely no reason to trust you. we would all be in a much better situation if you had just been honest from the start.
September 19, 2012, 06:32:54 PM HST

Doom II was the first game i experienced on the internet! and i was super addicted to playing Quake 1 Threewave CTF online, it was the first game that kept me up until sunrise every day! such great fun.
September 30, 2014, 01:49:01 PM HST